Videographer mode in online games

ABSTRACT

A online gaming system may provide for a videographer mode in online gaming. The online gaming system may initiate an instance of an online game for players playing the online game in a player mode, establish connections to respective game clients of the players and to a videographer client of a computing device of a videographer, the videographer being a user participating in the online game in a videographer mode differing from the player mode, the videographer mode including capturing gameplay at least one of the players. Then, the online game system may receive player input data from at least one of the players, update a game state of the instance based on the player input data, and output respective game client data to the respective game clients and videographer client data the videographer client.

CROSS-REFERENCE TO RELATED APPLICATION

This application is a continuation of and claims priority to U.S.application Ser. No. 17/504,009, filed on Oct. 18, 2021 and entitled“VIDEOGRAPHER MODE IN ONLINE GAMES,” the entirety of which isincorporated herein by reference.

BACKGROUND

Online gaming allows for players to play a variety of electronic and/orvideo games with each other via network connectivity, such as via theInternet. With eSports and general game spectating, games are becomingmore than just a playing experience. Frustration may arise due to a lackof ways games can be experienced.

BRIEF DESCRIPTION OF THE DRAWINGS

The detailed description is described with reference to the accompanyingfigures. In the figures, the left-most digit(s) of a reference numberidentifies the figure in which the reference number first appears. Thesame reference numbers in different figures indicate similar oridentical items.

FIG. 1 illustrates a schematic diagram of an example environment withgaming system(s) that may provide a videographer mode in online gaming,in accordance with example embodiments of the disclosure.

FIG. 2 illustrates an example diagram of a videographer device that mayprovide a videographer mode for an online game, in accordance withexample embodiments of the disclosure.

FIG. 3 illustrates an example diagram of a videographer device that mayprovide a videographer mode for an online game, in accordance withexample embodiments of the disclosure.

FIG. 4 illustrates a chart of an example set of videographer reputationscores that may be usable for matchmaking videographers to players orteams in online gaming, in accordance with example embodiments of thedisclosure.

FIG. 5 illustrates an example flow diagram of an example method that mayprovide a videographer mode in online gaming, in accordance with exampleembodiments of the disclosure.

FIG. 6 illustrates a flow diagram of an example method to providematchmaking for an online game system providing a videographer mode, inaccordance with example embodiments of the disclosure.

FIG. 7 illustrates a block diagram of example matchmaking system(s) thatmay provide matchmaking for an online game system including avideographer mode in accordance with example embodiments of thedisclosure.

DETAILED DESCRIPTION

Example embodiments of this disclosure describe methods, apparatuses,computer-readable media, and system(s) for providing a videographer modeor role in online gaming. More particularly, example methods,apparatuses, computer-readable media, and system(s) according to thisdisclosure may allow for one or more users to participate in an onlinegame in a videographer mode that is separate from a player mode ofplayers of the online game. For example, a user participating invideographer mode (also referred to hereinafter as a videographer) maycapture the gameplay of one or more of the players (e.g., as images orvideos).

In some examples, the videographer mode may provide a videographer userinterface (UI) that is different from the player user interface utilizedby player of the online game. In some examples, the videographer UI maybe provided via a mobile computing device, such as a cellular phone,tablet, or other computing device including a touch screen and/orgyroscopic or inertia-based inputs or sensors of the computing device.The videographer UI may operate to tilt and pan a camera perspectivebased on gyroscopic or inertia-based sensors. The videographer UI mayfurther provide touch screen input controls that may allow thevideographer to change a relative location of the camera perspective.

In some examples, a location of the camera perspective may be attachedto a player of the online game. For example, the camera perspective ofthe videographer may be movable in an orbit around the player using thevideographer UI. In addition, or alternatively, the location of thecamera perspective may be freely movable, with or without regard to therelative location of players of the online game.

In some examples, a player of the online game may provide authorizationor an invitation to the videographer before the videographer is able tocapture the gameplay of the player. For example, a player may provide alink or a message to a videographer inviting the videographer to capturethe gameplay of the player. In addition, or alternatively, thevideographer may send a request to the player for authorization tocapture the gameplay of the player or may receive authorization tocapture the gameplay of the player based on a social media relationshipbetween the videographer and player (e.g., a friend relationship on asocial media platform). In some examples, the camera perspective of avideographer may be attached to a player that authorized or invited thevideographer to capture the gameplay of the player. In some suchexamples, limitations or filters may be applied to capturing gameplay ofplayers other than the authorizing player.

In addition, or alternatively, in some examples, the game systemsaccording to this disclosure may provide a matchmaking functionalitybetween players and videographers. For example, in a team sports-basedonline game, while matchmaking teams for a match, the game system mayfurther match a videographer to capture gameplay of the teams. As willbe discussed further below, in some examples, the game system mayinclude a ranking, ladder, or other reputation or skill determinationfunctionality (hereinafter reputation score) for videographers. In suchexamples, matchmaking videographers to teams of a match may be based onskill scores or similar scores of the teams and reputation scores of thevideographers. Matching between videographer reputation scores and teamskill scores may be performed in various manners. In some examples, thegame system may rank players into tiers based on various metricsincluding skill scores. The game system may determine a match tier basedon the average skill score of the players in the match or based on theaverage tier of the players. The game system may include a mapping ofreputation scores to a similar tier system for videographers. As such,videographers may be matched to teams with a corresponding tier. Inanother example, the average skill scores of the players may be mappedcompared to the reputation score of the videographer via a transform orcomparison formula.

In some examples, the reputation score of the videographers may be basedon subjective measures such as player feedback or ratings, objectivemeasures (e.g., completion of videographer tasks assigned by the game)or official scoring (e.g., scoring in managed competitions hosted by thegame system). Further, in online games that include competitions betweenplayers (e.g., tournaments or ladder matches), the reputation score ofvideographers may be utilized to determine one or more videographersthat may cover matches. For example, matches between highly ranked teamsmay include a limited number of videographer slots, which may be awardedor matched to videographers with highly ranked reputation scores. Insome examples, other users may be restricted from, or limitations may beapplied to, capturing video and images of the matches and/or the imagesand videos captured by the matched videographers may be utilized by thehost of the competition as official media. By providing access to higherranked matches to higher ranked videographers, the videographer mode mayadd a meaningful appeal and draw to the online game to users outside thecore audience of the online game.

In addition, or alternatively, in some examples, the game systemsaccording to this disclosure may provide for in-game interactionsbetween players and videographers. For example, an online skateboardgame may include a virtual space such as a virtual skate park in whichplayers of the online skateboard game play. In such an example, theonline skateboard game may further provide for a presence ofvideographers in the virtual space such that videographers may approachplayers and interact. For example, the videographer may discuss thegameplay of the player and discuss capturing additional gameplay for theplayer. Such interactions may mimic real world interactions betweenskateboarders and videographers, thereby providing additional immersionfor players and videographers.

The videographer mode provided by examples according to this disclosuremay provide a different or additional level of engagement in onlinegames by allowing a user to take on a role dedicated to capturing thegameplay of another. The videographer role may appeal to more to usersother than the core audience of the game.

As described in further detailed below, the systems and methodsdescribed herein are presented for exemplary and illustrative purposes;they are not indicative of applicant's product or implementation plans.Moreover, it should be understood that any reference herein to the useof player or user data would be in compliance with privacy policies thatrespect players' privacy, and in accordance with player privacy settingsor preferences.

Certain implementations and embodiments of the disclosure will now bedescribed more fully below with reference to the accompanying figures,in which various aspects are shown. However, the various aspects may beimplemented in many different forms and should not be construed aslimited to the implementations set forth herein. For example, someexamples provided herein relate to sport, fighting or shooting games.Implementations are not limited to the example genres. It will beappreciated that the disclosure encompasses variations of theembodiments, as described herein. Like numbers refer to like elementsthroughout.

FIG. 1 illustrates a schematic diagram of an example environment 100with game system(s) 110, matchmaking system(s) 120, game clientdevice(s) 130, and videographer device(s) 140 that may provide avideographer mode in online gaming, in accordance with exampleembodiments of the disclosure.

The example environment 100 may include one or more player(s) 132(1),132(2), 132(3), . . . 132(N), hereinafter referred to individually orcollectively as player(s) 132, who may interact with respective gameclient device(s) 130(1), 130(2), 130(3), . . . 130(N), hereinafterreferred to individually or collectively as game client device(s) 130via respective input device(s).

The game client device(s) 130 may receive game state information fromthe one or more game system(s) 110 that may host the online game playedby the player(s) 132 of environment 100. The game state information maybe received repeatedly and/or continuously and/or as events of theonline game transpire. The game state information may be based at leastin part on the interactions that each of the player(s) 132 have inresponse to events of the online game hosted by the game system(s) 110.

The game client device(s) 130 may be configured to render contentassociated with the online game to respective player(s) 132 based atleast on the game state information. More particularly, the game clientdevice(s) 130 may use the most recent game state information to rendercurrent events of the online game as content. This content may includevideo, audio, haptic, combinations thereof, or the like contentcomponents.

As events transpire in the online game, the game system(s) 110 mayupdate game state information and send that game state information tothe game client device(s) 130. For example, if the player(s) 132 areplaying an online soccer game, and the player 132 playing one of thegoalies moves in a particular direction, then that movement and/orgoalie location may be represented in the game state information thatmay be sent to each of the game client device(s) 130 for rendering theevent of the goalie moving in the particular direction. In this way, thecontent of the online game is repeatedly updated throughout game play.Further, the game state information sent to individual game clientdevice(s) 130 may be a subset or derivative of the full game statemaintained at the game system(s) 110. For example, in a team deathmatchgame, the game state information provided to a game client device 130 ofa player may be a subset or derivative of the full game state generatedbased on the location of the player in the game simulation.

When the game client device(s) 130 receive the game state informationfrom the game system(s) 110, a game client device 130 may render updatedcontent associated with the online game to its respective player 132.This updated content may embody events that may have transpired sincethe previous state of the game (e.g., the movement of the goalie).

The game client device(s) 130 may accept input from respective player(s)132 via respective input device(s). The input from the player(s) 132 maybe responsive to events in the online game. For example, in an onlinebasketball game, if a player 132 sees an event in the rendered content,such as an opposing team's guard blocking the point, the player 132 mayuse his/her input device to try to shoot a three-pointer. The intendedaction by the player 132, as captured via his/her input device, may bereceived by the game client device 130 and sent to the game system(s)110.

The game client device(s) 130 may be any suitable device, including, butnot limited to a Sony Playstation® line of systems, a Nintendo Switch®line of systems, a Microsoft Xbox® line of systems, any gaming devicemanufactured by Sony, Microsoft, Nintendo, or Sega, anIntel-Architecture (IA)® based system, an Apple Macintosh® system, anetbook computer, a notebook computer, a desktop computer system, aset-top box system, a handheld system, a smartphone, a personal digitalassistant, combinations thereof, or the like. In general, the gameclient device(s) 130 may execute programs thereon to interact with thegame system(s) 110 and render game content based at least in part ongame state information received from the game system(s) 110.Additionally, the game client device(s) 130 may send indications ofplayer input to the game system(s) 110. Game state information andplayer input information may be shared between the game client device(s)130 and the game system(s) 110 using any suitable mechanism, such asapplication program interfaces (APIs).

The game system(s) 110 may receive inputs from various player(s) 132 andupdate the state of the online game based thereon. As the state of theonline game is updated, the state may be sent to the game clientdevice(s) 130 for rendering online game content to player(s) 132. Inthis way, the game system(s) 110 may host the online game.

The example environment 100 may further include matchmaking system(s)120 to match player(s) 132 who wish to play the same game and/or gamemode with each other and to provide a platform for communication betweenthe player(s) 132 playing online games (e.g., the same game and/ordifferent games). The matchmaking system(s) 120 may receive anindication from the game system(s) 110 of player(s) 132 who wish to playan online game.

The matchmaking system(s) 120 may attempt matchmaking between player(s)132. The matchmaking system(s) 120 may access information about theplayer(s) 132 who wish to play a particular online game, such as from aplayer datastore. A user account for each of the player(s) 132 mayassociate various information about the respective player(s) 132 and maybe stored in the player datastore and accessed by the matchmakingsystem(s) 120.

Player(s) 132 may be matched according to one or more metrics associatedwith the player(s) 132 such as skill at a particular game. In additionto or alternatively to skill scores, player(s) 132 may be matched on avariety of other factors. Some example matchmaking factors may berelated to behavior in addition to skill and may include a player'splaystyle. For example, when matching player(s) 132 as a team for a teamdeathmatch, the matchmaking system(s) 120 may favor matching player(s)132 that exhibit similar levels of aggression or a mix of levels ofaggression. This may alleviate the frustration experienced by playerswhen deathmatch teams split up due to different players utilizingdifferent tactics. Splitting a deathmatch team into different groupsusing different tactics can often result in a loss to an opposing teamoperating as a single unit with a shared tactical approach. The aspectsof players' playstyle utilized for different genres or differentindividual games may vary from example to example.

Some other example matchmaking factors may be character or setup relatedsuch as character class, team choice, position or role preference, andso on. For example, when matching player(s) 132 for an onlineroleplaying game, the matchmaking system(s) 120 may consider thecharacter classes of the player(s) 132. Other matchmaking factors may berelated to teammates or teams of the player(s) 132. In an example, thematchmaking may match a player 132 to other players the player 132 playswith regularly.

Having matched the player(s) 132, the matchmaking system(s) 120 mayinstruct generation of instance(s) of the online game(s) for thematch(es). More particularly, the matchmaking system(s) 120 may requestthe game system(s) 110 instantiate an online game between the matchedplayer(s) 132. For example, the matchmaking system(s) 120 may provideconnection information for the game client device(s) 130 to the gamesystem(s) 110 for instantiation of an instance of the online gamebetween the matched player(s) 132. As discussed herein, instances andmatches of an online game may be used interchangeably and may refer to ashared gameplay environment in which matched players play in the onlinegame, whether a single map, multiple connected maps, or a gameplayworld. In some examples, a server may host the match or instance of thegame for the matched players.

As a player 132 engages in additional gameplay, the gaming system(s) 110may provide the matchmaking system(s) 120 with some or all of the gamestate information. The matchmaking system(s) 120 may store the gamestate information or data derived from the game state information. Inthis manner, behavior data and/or gameplay history for the player 132may remain up-to-date, even if or as the player's behaviors andplaystyle evolve over time.

As mentioned above, the matchmaking system(s) 120 may further provide aplatform for communication between the player(s) 132 playing onlinegames (e.g., the same game and/or different games). Depending on theimplementation, the matchmaking system(s) 120 may provide a socialplatform in which player(s) 132 may utilize friends list, communitiesand/or groups, and other connections to establish relationships withother player(s) 132. The matchmaking system(s) 120 may also providedirect messaging, group messaging, public messaging, chat, and/or othercommunications functionality to allow player(s) 132 to communicate viathe social platform.

In addition, the matchmaking system(s) 120 (or the game system(s) 110)may include in-match communications functionality that may allowplayer(s) 132 to communicate with other player(s) 132 while in matchesor instances of the online game.

The example environment 100 may include one or more videographers(s)142(1), 142(2), 142(3), . . . 142(N), hereinafter referred toindividually or collectively as videographers (s) 142, who may interactwith respective videographers device(s) 140(1), 140(2), 140(3), . . .140(N), hereinafter referred to individually or collectively asvideographers device(s) 140 via respective input device(s).

Videographer device(s) 140 may receive game state information from thegame system(s) 110 and operate to allow the videographer(s) 142 tocapture the gameplay of player(s) of the online game. In general,videographer device(s) 140 may include a videographer client that iscapable of rendering a view for the videographer based on the game stateinformation and/or videographer input to a videographer UI provided bythe videographer device(s) 140. In addition or alternatively, in someexamples, the videographer device(s) 140 may include a streaming mediaplayer that is capable all receiving and presenting to a videographerview rendered at the game system(s) 110 as a media stream and mayprovide videographer input to the game system(s) 110.

The videographer device(s) 140 may receive game state information fromthe game system(s) 110 in a similar manner to that discussed above forthe game client device(s) 130 receiving game state information from thegame system(s) 110. The game state information may be receivedrepeatedly and/or continuously and/or as events of the online gametranspire.

A videographer client operating on the videographer device(s) 140 may beconfigured to render content associated with the online game to therespective videographer(s) 142 based at least on the game stateinformation. More particularly, the videographer device(s) 140 may usethe most recent game state information to render current events of theonline game as content. This content may include video, audio, haptic,combinations thereof, or the like content components.

As events transpire in the online game, the videographer device(s) 130may receive updated game state information from the game system(s) 110.For example, if the videographer(s) 142 are capturing gameplay ofplayers of an online soccer game, and a player playing one of thegoalies moves in a particular direction, then that movement and/orgoalie location may be represented in the game state information thatmay be sent to each of the videographer device(s) 140 for rendering theevent of the goalie moving in the particular direction. In this way, thecontent of the online game is repeatedly updated throughout game play.Further, the game state information sent to individual videographerdevice(s) 140 may be a subset or derivative of the full game statemaintained by the game system(s) 110.

When the videographer device(s) 140 receive the game state informationfrom the game system(s) 110, a videographer device 140 may renderupdated content associated with the online game to its respectivevideographer 142. This updated content may embody events that may havetranspired since the previous state of the game (e.g., the movement ofthe goalie).

The videographer device(s) 140 may accept input from respectivevideographer(s) 142 via respective input device(s). The input from avideographer 142 may relate to the perspective or rendered view of thevideographer and/or be responsive to events in the online game. Forexample, in an online basketball game, if a videographer 142 sees anevent in the rendered content, such as a player trying to shoot athree-pointer, the videographer 142 may desire to move thevideographer's viewpoint back to allow the videographer to see and/orcapture the player and the goal. The intended change in viewpoint fromthe videographer 142, as captured via his/her input device, may bereceived by the videographer device 140 and utilized by the videographerdevice to change the view being rendered in accordance with thevideographer input. In some examples, the videographer device 140 maysend the change in the videographer's view to the game system(s) 110 toallow the game system(s) 110 provide appropriate game state informationfor the videographer.

The videographer device(s) 140 may provide a videographer UI tovideographer(s) 142. In some examples, the videographer user interface(UI) that may be different from the player user interface utilized bythe players 132 of the online game. In some examples, the videographerUI may be provided via a mobile computing device, such as a cellularphone, tablet, or other computing device including a touch screen and/orgyroscopic or inertia-based inputs or sensors. The videographer UI mayoperate to tilt and pan a camera perspective based on gyroscopic orinertia-based sensors. The videographer UI may further provide touchscreen input controls that may allow the videographer to change arelative location of the camera perspective. Additional details ofcontrolling the camera perspective via an example videographer UI arediscussed below with respect to FIG. 2 .

In some examples, a location of the camera perspective may be attachedto a player of the online game. For example, the camera perspective ofthe videographer may be movable in an orbit around the player using thevideographer UI. In addition, or alternatively, the location of thecamera perspective may be freely movable with or without regard to therelative location of players of the online game.

In some examples, the videographer device(s) 140 may be configured tostore captured gameplay (e.g., videos or images) locally or in a remoterepository associated with the game system(s) 110. In some examples, thecaptured gameplay (e.g., whether stored locally or remotely) may beaccessible by players, other videographers or other entities. Forexample, a videographer 142 may select particular images, videos orother media as a showcase or demonstration of the videographer's work.In some examples, the captured gameplay may be searchable and/orretrievable by the videographer or other entities by reference to theonline game session from which the gameplay was captured.

In addition, the videographer device(s) 140 may be configured to storeor buffer the game state information to allow a videographer to rewindgameplay of a player to obtain a better capture of the gameplay. Forexample, if a videographer does not like the angle at which a particularvideo of the player was captured, the videographer device 140 may allowthe videographer to rewind and recapture the video from another angle.

The videographer device(s) 140 may be any suitable device, including,but not limited to a Sony Playstation® line of systems, a NintendoSwitch® line of systems, a Microsoft Xbox® line of systems, any gamingdevice manufactured by Sony, Microsoft, Nintendo, or Sega, anIntel-Architecture (IA)® based system, an Apple Macintosh® system, anetbook computer, a notebook computer, a desktop computer system, aset-top box system, a handheld system, a smartphone, a personal digitalassistant, combinations thereof, or the like. In general, thevideographer device(s) 140 may execute programs (e.g., videographerclients) thereon to interact with the videographer system(s) 130 andrender game content based at least in part on game state informationreceived from the videographer system(s) 130. Additionally, thevideographer device(s) 140 may send indications of spectator input tothe videographer system(s) 130. Game state information and videographerinput information may be shared between the videographer device(s) 140and the videographer system(s) 130 using any suitable mechanism, such asapplication program interfaces (APIs).

The game system(s) 110 may receive inputs or videographer viewpointsfrom the videographer device(s) 140 and update the game stateinformation being sent to the videographer device(s) 140 for renderingonline game content to videographer(s) 142. In this way, the gamesystem(s) 110 may provide for a videographer mode of the online game forvideographer device(s) 140 including a videographer client that mayrendering a videographer view from game state information and allow forcapturing the gameplay of players of the online game.

The matchmaking system(s) 120 may operate with the game system(s) 110and videographer device(s) 140 to connect videographer(s) 142 to onlinegame(s) for which the videographer(s) 142 desire to capture gameplay.The matchmaking system(s) 120 may receive an indication from the gamesystem(s) 110 of videographer(s) 142 who wish to participate invideographer mode in the online game.

The matchmaking system(s) 120 may provide an interface for thevideographer to find an online game from among online games in progressin the game system(s) 110. In addition, or alternatively, videographerdevice 140 may provide the matchmaking system(s) 120 with an indicationof an online game in which the videographer 142 wishes to participate invideographer mode (e.g., via a link posted or provided by a gameplayer).

Having determined the online game in which the videographer 142 wishesto participate in videographer mode, the matchmaking system(s) 120 mayprovide connection information for the videographer device(s) 140 to thegame system(s) 110 for addition of the videographer 142 to the onlinegame.

In some examples, a player 132 of the online game may provideauthorization or an invitation to a videographer 142 before thevideographer 142 is able to capture the gameplay of the player 132. Forexample, a player 132 may provide a link or a message to a videographer142 inviting the videographer 142 to capture the gameplay of the player132. In addition, or alternatively, the videographer 142 may send arequest to the player 132 for authorization to capture the gameplay ofthe player 132 or may receive authorization to capture the gameplay ofthe player 132 based on a social media relationship between thevideographer 142 and player 132 (e.g., a friend relationship on a socialmedia platform). In some examples, a camera perspective of avideographer 142 may be attached to a player 132 that authorized orinvited the videographer 142 to capture the gameplay of the player 132.In some such examples, limitations or filters may be applied tocapturing gameplay of players other than the authorizing player. Forexample, a blurring effect may be applied to an area of a capturedimages or video that contains a different player. Similarly, an attemptto begin capture of images or video which does not include theauthorizing player, but which does include a different player, may beblocked and an error message may be displayed to the videographer. Manyother variations on such limitations and filters would be apparent toone of skill in the art based on this disclosure.

In addition, or alternatively, in some examples, the game system(s) 110according to this disclosure may provide a matchmaking functionalitybetween players 132 and videographers 142. For example, in a teamsports-based online game, while matchmaking teams for a match of theonline game, the game system 110 may further match a videographer 142 tocapture gameplay of the teams. In some examples, the game system mayinclude a ranking, ladder, or other reputation or skill determinationfunctionality for videographers 142. In such examples, matchmakingvideographers 142 to teams of a match may be based on skill scores orsimilar scores of the teams and reputation scores of the videographers142. Matching between videographer reputation scores and team skillscores may be performed in various manners. In some examples, the gamesystem may rank players into tiers based on various metrics includingskill scores. The game system may determine a match tier based on theaverage skill score of the players in the match or based on the averagetier of the players. The game system may include a mapping of reputationscores to a similar tier system for videographers. As such,videographers may be matched to teams with a corresponding tier. Inanother example, the average skill scores of the players may be mappedcompared to the reputation score of the videographer via a transform orcomparison formula.

In some examples, the reputation score of the videographer 142 may bebased on subjective measures such as player feedback or ratings,objective measures (e.g., completion of completion of videographer tasksassigned by the game) or official scoring (e.g., scoring in managedcompetitions hosted by the game system). Further, in online games thatinclude competitions between players 132, the reputation score ofvideographers 142 may be utilized to determine one or more videographers142 that may cover matches. For example, matches between highly rankedteams may include a limited number of videographer slots, which may beawarded or matched to videographers 142 with highly ranked reputationscores. In some examples, other users may be restricted from, orlimitations may be applied to, capturing video and images of the matchesand/or the images and videos captured by the matched videographers maybe utilized by the host of the competition as official media. Byproviding access to higher ranked matches to higher ranked videographers132, the videographer mode may add a meaningful appeal and draw to theonline game to users outside the core audience of the online game.

The matchmaking system(s) 120 and game system(s) 110 may further providea platform for communication between the videographer(s) 142 and/orplayer(s) 132 of the online game(s) (e.g., the same game and/ordifferent games). Depending on the implementation, the matchmakingsystem(s) 120 may provide a social platform in which videographer(s) 142may utilize friends list, communities and/or groups, and otherconnections to establish relationships with other videographer(s) 142and/or player(s) 132. The matchmaking system(s) 120 may also providedirect messaging, group messaging, public messaging, chat, and/or othercommunications functionality to allow videographer(s) 142 to communicatevia the social platform.

In addition, the game system(s) 110 may include in-match communicationsfunctionality that may allow videographer(s) 142 to communicate withother videographer(s) 142 and/or player(s) 132 while participating invideographer mode in matches or instances of the online game.

In addition, in some examples, the game system 110 may provide forin-game interactions between players 132 and videographers 142. Forexample, an online skateboard game may include a virtual space such as avirtual skate park in which players 132 play. In such an example, theonline skateboard game may further provide for a presence ofvideographers 142 in the virtual space such that videographers 142 mayapproach players 132 and interact. For example, the videographer 142 maydiscuss the gameplay of the player 132 and discuss capturing additionalgameplay for the player 132. Such interactions may mimic real worldinteractions between skateboarders and videographers, thereby providingadditional immersion for players 132 and videographers 142.

Further, in some examples, the game system 110 may allow forvideographers to perform actions that may affect the virtual space. Forexample, in the aforementioned skateboard game, the online game mayallow for videographers to make additions or deletions from the space,such as by setting up obstacles and terrain for a player to navigatewhile the videographer captures the player's gameplay.

Other variations would be apparent based on this disclosure.

Additional details regarding online gaming systems that provide avideographer mode for online games are illustrated in FIGS. 2-7 anddiscussed below.

FIG. 2 illustrates an example diagram 200 of a videographer device 202that may provide a videographer mode for an online game, in accordancewith example embodiments of the disclosure. The example videographerdevice 202 may include gyroscopic or inertia-based inputs or sensors(not shown) and a touchscreen display 204 via which a videographer UI206 may be provided to a user. The illustrated videographer device 202of FIG. 2 may be an example implementation of the videographer device(s)140 shown in FIG. 1 .

In operation, the videographer UI 206 may allow the videographer tocapture gameplay of a player or subject 208 as discussed above. In theparticular illustrated example, the videographer mode (or activeconfiguration of the videographer mode) may include the location of thecamera perspective being attached to a player 208. Specifically, thecamera perspective of the videographer may be movable in an orbit aroundthe player using the videographer UI 206.

The videographer device may operate to tilt and pan the cameraperspective based on the gyroscopic or inertia-based sensors input. Moreparticularly, in response to sensing the videographer device 202 beingtilted toward the user (e.g., motion 210), the camera perspective of thevideographer UI 206 may be tilted up. Similarly, in response to sensingthe videographer device 202 being tilted away from the user (e.g.,motion 212), the camera perspective of the videographer UI 206 may betilted down. In response to sensing the left side of the videographerdevice 202 being rotated toward the user (e.g., motion 214), the cameraperspective of the videographer UI may be panned left. Similarly, inresponse to sensing the right side of the videographer device 202 beingrotated toward the user (e.g., motion 216), the camera perspective ofthe videographer UI 206 may be panned right.

The videographer UI 206 may further provide touchscreen input controlsthat may allow the videographer to operate the videographer device 202in videographer mode. For example, the videographer may actuate thecapture button 218 to trigger the capture of gameplay. Further, thevideographer may interact with controls 220 and 222 to change a relativelocation of the camera perspective. More particularly, the control 220may operate to allow the location of the camera perspective to beorbited around the subject player 208. As shown, the control 220 isbeing dragged to the right, such that the location of the cameraperspective is being rotated to the right around the player. The control222 may operate to allow the location of the camera perspective to bemoved toward or away from the player 208 by dragging the slider up ordown (e.g., to change the orbital distance of around the player 208).

While discussed in the context of the location of the camera perspectivebeing attached to an orbit around a player, examples are not so limited.For example, the videographer UI may be utilized with a free movingcamera perspective. More particularly, the control 220 may be utilizedto move the camera location up, down, left and right while the control222 may be utilized to move the camera forward and back.

FIG. 3 illustrates an example diagram 300 of a videographer device thatmay provide a videographer mode for an online game, in accordance withexample embodiments of the disclosure. More particularly, FIG. 3illustrates the example videographer device 202 for aplayer-videographer interaction in a virtual environment. For example,the videographer UI may provide for the user to switch from afirst-person camera perspective, such as that shown in FIG. 2 , to athird person perspective including an avatar 302 for the videographer aswell as a representation of the player 304.

As discussed above, the game system 110 may provide for in-gameinteractions between players 132 and videographers 142. For example, theillustrated in-game interaction may include a virtual space within anonline skateboard game such as a virtual skate park in which players 132play. In such an example, the online skateboard game may further providefor a presence of videographers 142 in the virtual space that is visibleto the players such that videographers 142 may approach players 132 andinteract. For example, the videographer 142 may discuss the gameplay ofthe player 132 and discuss capturing additional gameplay for the player132.

Further, in some examples, the game system may allow for videographersto perform actions that may affect the virtual space. For example, theonline game may allow for videographers to set up obstacles and terrainfor a player to navigate while the videographer captures the player'sgameplay.

FIG. 4 illustrates a chart 400 of an example set of videographerreputation scores that may be usable for matchmaking videographers toplayers or teams, in accordance with example embodiments of thedisclosure.

The chart 400 shows a number of users, such as user A through user I whohave corresponding videographer reputation scores as shown. For example,user C may have a videographer reputation score of 48, while user H mayhave a videographer reputation score of 87. The videographer reputationscores used in this example may be on a 0-100 range, but any suitablerange (e.g., 0-1, 0-50, etc.) may be used according to exampleembodiments of the disclosure. The videographer reputation scores may bedetermined by the matchmaking system(s) 120 by accessing a datastore ofthe game system(s) 110 or matchmaking system(s) 120. In exampleembodiments, the matchmaking system(s) 120, by using a user'sidentifier, may be able to access the user's videographer reputationscore from the datastore.

The chart 400 further shows whether the user is online and/or wishes tobe matched for a game as a videographer. For example, user A is online,while user B is not online. In the illustrated example, for ease ofillustration, players who are online but do not want to be matched as avideographer are indicated as not online or are not shown.

Based at least in part on the videographer reputation scores for theusers, the player(s) 132 and videographer(s) 142 may be combined intodifferent online games. This process may involve finding those playerswho have respective skill scores that are within a threshold value ofeach other and further matching videographer(s) who have comparablevideographer reputation scores to those players.

FIG. 5 illustrates a flow diagram of an example method 500 that mayprovide a videographer mode in online gaming, in accordance with exampleembodiments of the disclosure. The method 500 may be performed by theonline gaming system of the environment 100. More particularly, themethod 500 may relate to the operations of a game system to initializeand host an online game that provides a videographer mode in onlinegaming.

At block 502, the online game system may initiate a game for one or moreplayers and one or more videographers. The online game system mayestablish connections with game clients associated with the one or moreplayers and videographer clients associated with the one or morevideographers at 504 to begin the game. In some examples, theconnections to the videographer clients may occur before or after thebeginning of the game and may be performed for individual videographersas requests are received or for multiple videographers, for example, inbatches.

During gameplay, the online game system may receive player input fromthe one or more players via the player game clients at 506. At 508, theonline game system may utilize the player input to update the game stateof the online game. The online game system may generate client data forthe players and videographers at 510. As mentioned above, in someexamples, the client data generated for an individual player may bebased on the state of the player in the game (e.g., based on theplayer's location or other factors). The client data for the players andvideographers may be output to the game clients operating on the playerdevices and videographer clients operating on the videographer devicesat 512.

The process illustrated in FIG. 5 may return to 506 and continue duringthe duration of the online game.

FIG. 6 illustrates a flow diagram of an example method 600 to providematchmaking for an online game system providing a videographer mode, inaccordance with example embodiments of the disclosure. The method 600may be performed by the matchmaking system(s) 120, individually or incooperation with one or more other elements of the environment 100.Method 600 may be performed, for example, based on the details discussedabove with regard to FIG. 1 .

At block 602, one or more player(s) 132 who wish to play an online gamemay be identified. The one or more player(s) 122 may be identified bythe matchmaking system(s) 120 based at least in part on a message and/oran indication from the game system(s) 110 and/or game client device(s)130 that the one or more player(s) 132 wish to play the online game. Inother cases, the matchmaking system(s) 120 may repeatedly access ashared list and/or database that provides information about players 132who wish to join different online games.

At block 604, the matchmaking system(s) 120 may determine one or morematching factors for the one or more players 132. For example, a skillscore for each of the one or more players 132 may be determined byaccessing a player datastore and using a player identifier for each ofthe players 132 to access the respective skill scores for the player(s)132. At block 606, the matchmaking system(s) 120 may match players toform one or more games for the one or more players based at least inpart on the matching factors.

At block 608, one or more videographer(s) 142 who wish to capturegameplay of players of the online game may be identified. The one ormore videographer(s) 142 may be identified by the matchmaking system(s)120 based at least in part on a message and/or an indication from thegame system(s) 110 and/or videographer device(s) 140 that the one ormore videographer(s) 142 wish to capture gameplay of players of theonline game. In other cases, the matchmaking system(s) 120 mayrepeatedly access a shared list and/or database that providesinformation about videographers 142 who wish to join different onlinegames.

At block 610, the matchmaking system(s) 120 may determine one or morevideographer matching factors for the one or more videographers 132. Forexample, a reputation score for each of the one or more videographers142 may be determined by accessing a user datastore and using a useridentifier for each of the videographers 142 to access the respectivereputation scores for the videographer(s) 142. At block 612, thematchmaking system(s) 120 may match videographer(s) to players of theone or more games formed for the one or more players based at least inpart on the videographer matching factors.

At block 614, the one or more instances of the game(s) may beinitialized based on the completed matchups. For example, having matchedthe player(s) 132 and videographer(s) 142, the matchmaking system(s) 120may trigger and instruct generation of instance(s) of the online game(s)for the match(es) by one or more of the game system(s) 110, the gameclient device(s) 130, videographer device(s) 140. For example, thematchmaking system(s) 120 may provide connection information for thegame client device(s) 130 of two or more matched players 132 and avideographer device 140 of a videographer 142 to the game system(s) 110and request the game system(s) 110 instantiate an online game betweenthe two or more matched players 132 and the videographer 142.

The matchmaking system(s) 120 may collect data relating to theperformance of the videographer(s) during the one or more instance(s) ofthe game(s) at 616. As discussed above, the reputation scores of thevideographers 142 may be based on subjective measures such as playerfeedback or ratings, objective measures (e.g., completion ofvideographer tasks assigned by the game) or official scoring (e.g.,scoring in managed competitions hosted by the game system). Such datamay be collected during or at the end of the one or more instance(s) ofthe game(s).

At block 618, at the end of the game(s), the matchmaking system(s) 130may update the stored videographer matching factors of the one or morevideographers based on the collected data.

It should be noted that some of the operations of methods 500-600 may beperformed out of the order presented, with additional elements, and/orwithout some elements. Some of the operations of methods 500-600 mayfurther take place substantially concurrently and, therefore, mayconclude in an order different from the order of operations shown above.

It should be understood that the original applicant herein determineswhich technologies to use and/or productize based on their usefulnessand relevance in a constantly evolving field, and what is best for itand its players and users. Accordingly, it may be the case that thesystems and methods described herein have not yet been and/or will notlater be used and/or productized by the original applicant. It shouldalso be understood that implementation and use, if any, by the originalapplicant, of the systems and methods described herein are performed inaccordance with its privacy policies. These policies are intended torespect and prioritize player privacy, and are believed to meet orexceed government and legal requirements of respective jurisdictions. Tothe extent that such an implementation or use of these systems andmethods enables or requires processing of user personal information,such processing is performed (i) as outlined in the privacy policies;(ii) pursuant to a valid legal mechanism, including but not limited toproviding adequate notice or where required, obtaining the consent ofthe respective user; and (iii) in accordance with the player or user'sprivacy settings or preferences. It should also be understood that theoriginal applicant intends that the systems and methods describedherein, if implemented or used by other entities, be in compliance withprivacy policies and practices that are consistent with its objective torespect players and user privacy.

FIG. 7 illustrates a block diagram of example matchmaking system(s) 120that may provide matchmaking for an online game system including avideographer mode in accordance with examples of the disclosure. Thematchmaking system(s) 120 may include one or more processor(s) 700, oneor more input/output (I/O) interface(s) 702, one or more networkinterface(s) 704, one or more storage interface(s) 706, andcomputer-readable media 708.

In some implementations, the processor(s) 700 may include a centralprocessing unit (CPU), a graphics processing unit (GPU), both CPU andGPU, a microprocessor, a digital signal processor or other processingunits or components known in the art. Alternatively, or in addition, thefunctionally described herein can be performed, at least in part, by oneor more hardware logic components. For example, and without limitation,illustrative types of hardware logic components that may be used includefield-programmable gate arrays (FPGAs), application-specific integratedcircuits (ASICs), application-specific standard products (ASSPs),system-on-a-chip system(s) (SOCs), complex programmable logic devices(CPLDs), etc. Additionally, each of the processor(s) 700 may possess itsown local memory, which also may store program modules, program data,and/or one or more operating system(s). The one or more processor(s) 700may include one or more cores.

The one or more input/output (I/O) interface(s) 702 may enable thematchmaking system(s) 120 to detect interaction with a user and/or othersystem(s), such as one or more game system(s) 110. The I/O interface(s)702 may include a combination of hardware, software, and/or firmware andmay include software drivers for enabling the operation of any varietyof I/O device(s) integrated on the matchmaking system(s) 120 or withwhich the matchmaking system(s) 120 interacts, such as displays,microphones, speakers, cameras, switches, and any other variety ofsensors, or the like.

The network interface(s) 704 may enable the matchmaking system(s) 120 tocommunicate via the one or more network(s). The network interface(s) 704may include a combination of hardware, software, and/or firmware and mayinclude software drivers for enabling any variety of protocol-basedcommunications, and any variety of wireline and/or wirelessports/antennas. For example, the network interface(s) 704 may compriseone or more of a cellular radio, a wireless (e.g., IEEE 802.1x-based)interface, a Bluetooth® interface, and the like. In some embodiments,the network interface(s) 704 may include radio frequency (RF) circuitrythat allows the matchmaking system(s) 120 to transition between variousstandards. The network interface(s) 704 may further enable thematchmaking system(s) 120 to communicate over circuit-switch domainsand/or packet-switch domains.

The storage interface(s) 706 may enable the processor(s) 700 tointerface and exchange data with the computer-readable medium 708, aswell as any storage device(s) external to the matchmaking system(s) 120.

The computer-readable media 708 may include volatile and/or nonvolatilememory, removable and non-removable media implemented in any method ortechnology for storage of information, such as computer-readableinstructions, data structures, program modules, or other data. Suchmemory includes, but is not limited to, random access memory (RAM),read-only memory (ROM), electrically erasable programmable read-onlymemory (EEPROM), flash memory or other memory technology, CD-ROM,digital versatile discs (DVD) or other optical storage, magneticcassettes, magnetic tape, magnetic disk storage or other magneticstorage devices, RAID storage system(s), or any other medium which canbe used to store the desired information and which can be accessed by acomputing device. The computer-readable media 708 may be implemented ascomputer-readable storage media (CRSM), which may be any availablephysical media accessible by the processor(s) 700 to executeinstructions stored on the computer readable media 708. In one basicimplementation, CRSM may include RAM and Flash memory. In otherimplementations, CRSM may include, but is not limited to, ROM, EEPROM,or any other tangible medium which can be used to store the desiredinformation and which can be accessed by the processor(s) 700. Thecomputer-readable media 708 may have an operating system (OS) and/or avariety of suitable applications stored thereon. The OS, when executedby the processor(s) 700 may enable management of hardware and/orsoftware resources of the matchmaking system(s) 120.

Several functional blocks having instruction, data stores, and so forthmay be stored within the computer-readable media 708 and configured toexecute on the processor(s) 700. The computer readable media 708 mayhave stored thereon a player matching module 710, a videographermatching module 712, a data collector module 714, and a reputationscoring module 716. It will be appreciated that each of the functionalblocks 710-716 may have instructions stored therein that, when executedby the processor(s) 700, may enable various functions pertaining to theoperations of the matchmaking system(s) 120.

For example, the player matching module 710 may enable various functionsrelated to the matching players into instances of the online game. Thevideographer matching module 712 may enable various functions withrespect to matching videographers to players, for example, based onreputation scores of the videographers and/or adding videographers toinstances of the online game. As mentioned above, examples are notlimited to matching videographers based on reputation score such as whena videographer is added to an instance of an online game based on a linkprovided by a player without matchmaking. The data collector module 714may enable various functions with respect to collecting data regardingthe performance of the videographers in instances of the online game(e.g., subjective or objective data upon which performance of thevideographers may be evaluated). The reputation scoring module 716 mayenable various functions with respect to determining reputation scoresfor the videographers based, for example, on data collected by the datacollector module 714.

The illustrated aspects of the claimed subject matter may also bepracticed in distributed computing environments where certain tasks areperformed by remote processing devices that are linked through acommunications network. In a distributed computing environment, programmodules can be located in both local and remote memory storage devices.

Although the subject matter has been described in language specific tostructural features and/or methodological acts, it is to be understoodthat the subject matter defined in the appended claims is notnecessarily limited to the specific features or acts described. Rather,the specific features and acts are disclosed as illustrative forms ofimplementing the claims.

The disclosure is described above with reference to block and flowdiagrams of system(s), methods, apparatuses, and/or computer programproducts according to example embodiments of the disclosure. It will beunderstood that one or more blocks of the block diagrams and flowdiagrams, and combinations of blocks in the block diagrams and flowdiagrams, respectively, can be implemented by computer-executableprogram instructions. Likewise, some blocks of the block diagrams andflow diagrams may not necessarily need to be performed in the orderpresented, or may not necessarily need to be performed at all, accordingto some embodiments of the disclosure.

Computer-executable program instructions may be loaded onto a generalpurpose computer, a special-purpose computer, a processor, or otherprogrammable data processing apparatus to produce a particular machine,such that the instructions that execute on the computer, processor, orother programmable data processing apparatus for implementing one ormore functions specified in the flowchart block or blocks. Thesecomputer program instructions may also be stored in a computer-readablememory that can direct a computer or other programmable data processingapparatus to function in a particular manner, such that the instructionsstored in the computer-readable memory produce an article of manufactureincluding instruction that implement one or more functions specified inthe flow diagram block or blocks. As an example, embodiments of thedisclosure may provide for a computer program product, comprising acomputer usable medium having a computer readable program code orprogram instructions embodied therein, said computer readable programcode adapted to be executed to implement one or more functions specifiedin the flow diagram block or blocks. The computer program instructionsmay also be loaded onto a computer or other programmable data processingapparatus to cause a series of operational elements or steps to beperformed on the computer or other programmable apparatus to produce acomputer-implemented process such that the instructions that execute onthe computer or other programmable apparatus provide elements or stepsfor implementing the functions specified in the flow diagram block orblocks.

It will be appreciated that each of the memories and data storagedevices described herein can store data and information for subsequentretrieval. The memories and databases can be in communication with eachother and/or other databases, such as a centralized database, or othertypes of data storage devices. When needed, data or information storedin a memory or database may be transmitted to a centralized databasecapable of receiving data, information, or data records from more thanone database or other data storage devices. In other embodiments, thedatabases shown can be integrated or distributed into any number ofdatabases or other data storage devices.

Many modifications and other embodiments of the disclosure set forthherein will be apparent having the benefit of the teachings presented inthe foregoing descriptions and the associated drawings. Therefore, it isto be understood that the disclosure is not to be limited to thespecific embodiments disclosed and that modifications and otherembodiments are intended to be included within the scope of the appendedclaims. Although specific terms are employed herein, they are used in ageneric and descriptive sense only and not for purposes of limitation.

1. (canceled)
 2. A system, comprising: one or more processors; one ormore inertia-based input sensors; and one or more computer-readablemedia, wherein the one or more processors, the one or more inertia-basedinput sensors and the one or more computer readable media arecommunicatively coupled to one another, and wherein the one or morecomputer-readable media stores computer-executable instructions that,when executed by the one or more processors, cause the one or moreprocessors to: connect a first player as a videographer character to ashared virtual gameplay environment of an online game including aplurality of player characters, the shared virtual gameplay environmentincluding a virtual space enabling interactions among the plurality ofplayer characters; and capture, as the videographer character, one ormore of the interactions of at least one player character among theplurality of player characters in the shared virtual gameplayenvironment, wherein the one or more interactions of the at least oneplayer character are captured from a view associated with thevideographer character, wherein the view can be controlled based atleast in part on one or more inertia-based inputs received via the oneor more inertia-based input sensors during the capture.
 3. The system ofclaim 2, wherein the plurality of player characters includes othervideographer characters.
 4. The system of claim 2, wherein the capturingof the one or more interactions comprises capturing game stateinformation corresponding to at least the one or more interactions. 5.The system of claim 2, wherein the one or more interactions includeinteractions between one or more player characters and one or morevirtual objects in the shared virtual gameplay environment.
 6. Thesystem of claim 2, wherein a rendering of the shared virtual gameplayenvironment during the online game includes rendering an avatar of thevideographer character.
 7. The system of claim 2, wherein the one ormore inertia-based inputs received during the capture are based on oneor more real-world movements detected by the one or more inertia-basedinput sensors.
 8. A computer-implemented method comprising: connecting afirst player as a videographer character to a shared virtual gameplayenvironment of an online game including a plurality of playercharacters, the shared virtual gameplay environment including a virtualspace enabling interactions among the plurality of player characters;and capturing, as the videographer character, one or more of theinteractions of at least one player character among the plurality ofplayer characters in the shared virtual gameplay environment, whereinthe one or more interactions of the at least one player character arecaptured from a view associated with the videographer character, whereinthe view can be controlled based at least in part on one or moreinertia-based inputs received via one or more inertia-based inputsensors during the capture.
 9. The computer-implemented method of claim8, wherein the plurality of player characters includes othervideographer characters.
 10. The computer-implemented method of claim 8,wherein the capturing of the one or more interactions comprisescapturing game state information corresponding to at least the one ormore interactions.
 11. The computer-implemented method of claim 8,wherein the one or more interactions include interactions between one ormore player characters and one or more virtual objects in the sharedvirtual gameplay environment.
 12. The computer-implemented method ofclaim 8, wherein a rendering of the shared virtual gameplay environmentduring the online game includes rendering an avatar of the videographercharacter.
 13. The computer-implemented method of claim 12, wherein theone or more inertia-based inputs received during the capture are basedon one or more real-world movements detected by the one or moreinertia-based input sensors.
 14. A non-transitory computer readablemedium storing machine-readable instructions that, when executed by oneor more processors, cause the one or more processors to: connect a firstplayer as a videographer character to a shared virtual gameplayenvironment of an online game including a plurality of playercharacters, the shared virtual gameplay environment including a virtualspace enabling interactions among the plurality of player characters;and capture, as the videographer character, one or more of theinteractions of at least one player character among the plurality ofplayer characters in the shared virtual gameplay environment, whereinthe one or more interactions of the at least one player character arecaptured from a view associated with the videographer character, whereinthe view can be controlled based at least in part on one or moreinertia-based inputs received via one or more inertia-based inputsensors during the capture.
 15. The non-transitory computer readablemedium of claim 14, wherein the plurality of player characters includesother videographer characters.
 16. The non-transitory computer readablemedium of claim 14, wherein the capturing of the one or moreinteractions comprises capturing game state information corresponding toat least the one or more interactions.
 17. The non-transitory computerreadable medium of claim 14, wherein the one or more interactionsinclude interactions between one or more player characters and one ormore virtual objects in the shared virtual gameplay environment.
 18. Thenon-transitory computer readable medium of claim 14, wherein a renderingof the shared virtual gameplay environment during the online gameincludes rendering an avatar of the videographer character.
 19. Thenon-transitory computer readable medium of claim 18, wherein the one ormore inertia-based inputs received during the capture are based on oneor more real-world movements detected by the one or more inertia-basedinput sensor.